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Devious Devices NG


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Posted (edited)
16 hours ago, naaitsab said:

If you have one of the latest builds it should hide the item instead of unequip it. So it should only be a visual thing not mess with any attached scripts/keywords. The newer builds also ship with a better device filter script that makes it a bit less crude. So that could also help.

Unfortunately, it doesn't seem to be working that way. I'm using DD NG v 0.4.0. The mod I'm using this pt is Dev. Followers Redux v 0.1.9 (honestly though, it really doesn't matter which version of DF is used). DF has deals involving plugs. If the DF can't see the plugs, the deal isn't being kept. That's been the case with DF for, like, ever. And, fwiw, the visual aspect of the plug is important in this case.

Before DD 5.2 there was never an issue. But this changed w/ 5.2 and has been an issue ever since. From the DD 5.2 changelog: "- Added: Unblocked plugs (e.g. plugs not locked inside a chastity belt) are now automatically hidden by the animation filter, which will allow more regular SLAL animations to play." The intention may not have been to unequip the plugs, but that's the effect. 

EDIT:  Also from the changelog: "- Changed: StartValidDDAnimation() is now temporarily removing plugs from actors when they are not blocked by a chastity belt, so their presence will not block sex animations."  and "- Changed: The animation filter can now hide plugs as another fallback when trying to set up a valid animation. The filter will still try to hide chastity belts first." (Sorry, should have included earlier)

If I use the DD MCM to enable the device hider for slot #48 (anal plugs) the deal is not being met and the DF penalizes the dragonborn. EDIT:  fwiw, I don't recall bothering with the device hider before.

If I don't hide the plug, all is good until sex. I look in the inventory screen and it appears that the plug is still equipped.

However, when I open the console and check for equipped items, no plug is actually listed and once again the DF issues a fine. After the sex is over, open the console again and voila, the plug once again shows as equipped.

The plugs do have the sexlabnostrip keyword.

If I knew exactly which script was changed I'd be willing to try using the older script, though that might break something else. *sigh*

Edited by Seeker999
more info
Posted
14 hours ago, naaitsab said:

Let me once again answer the same. The Skyrim SE 64bit Creation Kit, shipped from 2016 onwards. Places the scripts by default in ../Source/Scripts out of the box. As the latest build of the CK 64bit 1.6.1378 bundled with Skyrim SE/AE still places scripts in that directory, so that is the default used by Bethesda for Skyrim SE. Unless you modify the CK ini config, by using the parameter "sScriptSourceFolder" or use a patched exe and change that config. And last I checked we where disusing Skyrim SE, not LE, Starfield or FO4. So unless a new update of the Skyrim 64bit CK changes it's default paths out of the box on a new game install, it indeed is the new(er) standard compared to Skyrim LE. It might not be to your liking but that is irrelevant in discussing a how it's shipped by the developer.

 

So if you could stop spreading misinformation when discussing the Skyrim SE/AE CK, that would be great.

Like I also told you before, the ../Source/Scripts for SE is and was a mistake or an oversight on the part of Bethesda (we all know it’s not the only one). This makes it a mistake, not a ‘new standard’. If it was a ‘new standard’ the later games like Starfield would also adopt this new location, but they did not. Further, all the major mods for SE/AE including SKSE (this includes all mods that require SKSE) use the correct location ../Scripts/Source. All you do, is spread confusion and misinformation which divides and confuses the modding community. So, just stop.

 

This very mod (DDNG) is suffering from that confusion as it uses the wrong location for its scripts (../Source/Scripts) (I suspect because of you) even tho it patches a mod, DDf 5.2 that uses the correct location (../Scripts/Source). This will confuse all that mod it. 
It happened to me. I compiled the script 'zadLibs.psc' that I took from the correct location ../Scripts/Source not realizing that it was a DDf 5.2 script instead of DDNG, this broke all the new features of DDNG that were in that script. 
So, if we were to follow your retarded logic, all modders that use SKSE will have to either move all the DDNG scripts to their correct location anyway, or change the compiler settings just to compile DDNG scripts, then change them back (actually this will not work because the compiler will not see the SKSE scripts) or create a hard link between the two script folders. All of this, because you do not like the correct scripts location or you insist that a mistake is the 'new standard'? It’s people like you that stifle progress. 

Posted
2 hours ago, Seeker999 said:

Unfortunately, it doesn't seem to be working that way. I'm using DD NG v 0.4.0. The mod I'm using this pt is Dev. Followers Redux v 0.1.9 (honestly though, it really doesn't matter which version of DF is used). DF has deals involving plugs. If the DF can't see the plugs, the deal isn't being kept. That's been the case with DF for, like, ever. And, fwiw, the visual aspect of the plug is important in this case.

Before DD 5.2 there was never an issue. But this changed w/ 5.2 and has been an issue ever since. From the DD 5.2 changelog: "- Added: Unblocked plugs (e.g. plugs not locked inside a chastity belt) are now automatically hidden by the animation filter, which will allow more regular SLAL animations to play." The intention may not have been to unequip the plugs, but that's the effect.

If I use the DD MCM to enable the device hider for slot #48 (anal plugs) the deal is not being met and the DF penalizes the dragonborn.

If I don't hide the plug, all is good until sex. I look in the inventory screen and it appears that the plug is still equipped.

However, when I open the console and check for equipped items, no plug is actually listed and once again the DF issues a fine. After the sex is over, open the console again and voila, the plug once again shows as equipped.

The plugs do have the sexlabnostrip keyword.

If I knew exactly which script was changed I'd be willing to try using the older script, though that might break something else. *sigh*

 

I've looked into the code. The function "StorePlugs" which is part of the animation filter system, seems to indeed unequip the rendered item. Which holds the plug keyword. You could disable the logic inside that function yourself if you want. It was probably reverted to this after issues with the previous iteration of the hider system. 

 

Setting the item scale to 0.001 also does not work for armor items and changing the texture to a 'null' texture via script results in a purple rendering. So I'm not sure there is a proper solution for this. But we could probably add a MCM setting that players can overwrite the 'store' functions if it breaks their mod.

 

17 minutes ago, Inte said:

Like I also told you before, the ../Source/Scripts for SE is and was a mistake or an oversight on the part of Bethesda (we all know it’s not the only one). This makes it a mistake, not a ‘new standard’. If it was a ‘new standard’ the later games like Starfield would also adopt this new location, but they did not. Further, all the major mods for SE/AE including SKSE (this includes all mods that require SKSE) use the correct location ../Scripts/Source. All you do, is spread confusion and misinformation which divides and confuses the modding community. So, just stop.

 

This very mod (DDNG) is suffering from that confusion as it uses the wrong location for its scripts (../Source/Scripts) (I suspect because of you) even tho it patches a mod, DDf 5.2 that uses the correct location (../Scripts/Source). This will confuse all that mod it. 
It happened to me. I compiled the script 'zadLibs.psc' that I took from the correct location ../Scripts/Source not realizing that it was a DDf 5.2 script instead of DDNG, this broke all the new features of DDNG that were in that script. 
So, if we were to follow your retarded logic, all modders that use SKSE will have to either move all the DDNG scripts to their correct location anyway, or change the compiler settings just to compile DDNG scripts, then change them back (actually this will not work because the compiler will not see the SKSE scripts) or create a hard link between the two script folders. All of this, because you do not like the correct scripts location or you insist that a mistake is the 'new standard'? It’s people like you that stifle progress. 

 

As long as your supposed "correct" standard involves forcing users of the Skyrim SE CK 2016 onwards, to change a ini setting or create a symlink otherwise they can't compile scripts it's not a standard and SE mods should not ship using that directory structure. As that path is for CK LE not CK SE and on SE it won't compile so it's the wrong path. Nothing more, nothing less.

 

Starfield and Fallout 4, have absolutely nothing to do with Skyrim in this discussion. They have an even different structure compared to LE and SE separating reference types. For the SKSE team to use the Skyrim LE default path, that does not change the fact that it still requires users to modify their CK to use their source files. That is unwanted and confusing. Just as people like you that seem to have issues with separating fact from personal preference and want to enforce their preference on others. Adding to the confusion and starting unnecessary and pointless discussions.

 

Don't get me wrong this entire thing with the 'SE special location' is undesired if you also mod other Bethesda games, or convert LE mods to SE. Just don't patronise me for stating facts over preference.

Posted
4 hours ago, Seeker999 said:

Unfortunately, it doesn't seem to be working that way. I'm using DD NG v 0.4.0. The mod I'm using this pt is Dev. Followers Redux v 0.1.9 (honestly though, it really doesn't matter which version of DF is used). DF has deals involving plugs. If the DF can't see the plugs, the deal isn't being kept. That's been the case with DF for, like, ever. And, fwiw, the visual aspect of the plug is important in this case.

Before DD 5.2 there was never an issue. But this changed w/ 5.2 and has been an issue ever since. From the DD 5.2 changelog: "- Added: Unblocked plugs (e.g. plugs not locked inside a chastity belt) are now automatically hidden by the animation filter, which will allow more regular SLAL animations to play." The intention may not have been to unequip the plugs, but that's the effect. 

EDIT:  Also from the changelog: "- Changed: StartValidDDAnimation() is now temporarily removing plugs from actors when they are not blocked by a chastity belt, so their presence will not block sex animations."  and "- Changed: The animation filter can now hide plugs as another fallback when trying to set up a valid animation. The filter will still try to hide chastity belts first." (Sorry, should have included earlier)

If I use the DD MCM to enable the device hider for slot #48 (anal plugs) the deal is not being met and the DF penalizes the dragonborn. EDIT:  fwiw, I don't recall bothering with the device hider before.

If I don't hide the plug, all is good until sex. I look in the inventory screen and it appears that the plug is still equipped.

However, when I open the console and check for equipped items, no plug is actually listed and once again the DF issues a fine. After the sex is over, open the console again and voila, the plug once again shows as equipped.

The plugs do have the sexlabnostrip keyword.

If I knew exactly which script was changed I'd be willing to try using the older script, though that might break something else. *sigh*

 

I've forwarded your question to the DD NG Discord. We could try to use te device hider logic (visual hiding only) or alternatively add a MCM option to disable the 'swapplugs' function that causes your outlined issue. This function is located in the zadBQ00 script if you want to modify it yourself.

Posted (edited)

I'm having issues with body and armslot devices turning my character invisible. I've tried to rebuild my bodyslide outputs several times, but it just doesn't work.

 

The thing that I don't get is that when I build dd (not ng) it works fine and shows up in-game. It only breaks when I build DDNG 3BA. Using the dd (not ng) outputs causes other issues but I really can't find a fix myself. Does anybody know what could be causing this?

 

I load NG after base DD and i have my bodyslide output overwrite DD and DDNG.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

I seemingly got it to work (haven't seen any issues yet) by creating 2 seperate mods. One with the DD bodyslide outputs and one with the DDNG bodyslideoutputs. I might just be stupid and the DDNG ones have no effect but I'll stay gleefully ignorant unless someone knows a better fix.

Edited by Snerbert
Posted (edited)
On 5/28/2025 at 7:00 AM, Seph64 said:

I am trying to figure out why the new Extreme Hoods aren't working. The only thing visible is the blindfold part. Other parts are invisible. (I built everything that appears in bodyslide).

 

I think this problem is effecting all hoods. Mask of Shame is not working either. I am actually not seeing and hood options in Bodyslide. Is this a case that I am going to have to reinstall Devious Devices?

 

Turns out the actual issue was Dynamic Armor Variants, as I disable head gear, so that seems to hide hoods as well, Live and learn I guess.

Edited by Seph64
Posted (edited)

Edit: Nevermind. Just saw Ostim in the fomod. Yay! Thank you!

 

Edit 2: Nevermind again. It still need sexlab as master. Will we get a Ostim Standalone version only soon? I'd love to use DD for ostim SA and I use OSL aroused reborn too.

Edited by Jean882
Posted

My post got removed?

This site is becoming more and more like a 1984 dystopia. No wonder great discussions are replaced by tumbleweeds, I wander if @Ashal would aprove.

Posted
21 hours ago, naaitsab said:

Adding to the confusion and starting unnecessary and pointless discussions.

Since I like your work a lot, I guess we'll have to agree to disagree.

I kinda wish you'd come back and continue your pink story, my PC is missing being tricked into doing fetch quests while helpless in pink. :classic_tongue:

You can even put your scripts wherever you like, I'll just move them to the correct location. :classic_biggrin:

 

Spoiler

20230220131326_1.jpg

 

 

Posted

For anybody else who is having the same issues as me (DD animations not working with this mod, and on-launch crashes when using the latest version of this mod), install version 0.3.7.7. I'm using Skyrim SE 1.5.97, SexLab Framework v163, DD 5.2.7 and SKSE 2.0.20.

Posted
On 5/31/2025 at 6:03 AM, naaitsab said:

We could try to use te device hider logic (visual hiding only) or alternatively add a MCM option to disable the 'swapplugs' function that causes your outlined issue. This function is located in the zadBQ00 script if you want to modify it yourself.

I don't think device hider would work. Imo the MCM option is better because then it could be disabled when necessary for a deal in my case or a quest for another mod. 

I looked at the script and think my eyes crossed to the back of my head, lol. I don't know scripting and even if I could comment out the right stuff, I have no clue how to compile it. :classic_sad: I may try later when my head won't explode. Exploding heads is bad, very bad.

I appreciate you looking into it and forwarding the issue. 

Posted

The /script/source or /source/script debate is a coding holy war, like tabs versus spaces. The use of one versus the other is obvious to everyone on its side, and baffling to those on the other side. This bit jumped out at me and is important though:

 

On 5/31/2025 at 3:35 AM, Inte said:

This very mod (DDNG) is suffering from that confusion as it uses the wrong location for its scripts (../Source/Scripts) (I suspect because of you) even tho it patches a mod, DDf 5.2 that uses the correct location (../Scripts/Source). This will confuse all that mod it. 
It happened to me. I compiled the script 'zadLibs.psc' that I took from the correct location ../Scripts/Source not realizing that it was a DDf 5.2 script instead of DDNG, this broke all the new features of DDNG that were in that script. 

 

I think this choice was unwise. DDNG is a patch to an existing mod, not a updated-and-refactored standalone mod. When working in any existing codebase, best practice is to follow the existing style guide, no matter how you feel about it. (I'm looking at you, Linux kernel, with your 8-width tab-character indentation style. I follow it when I work with you, but I mean, what the hell is up with that choice?)

 

Now I understand why I had problems trying to compile a script for a custom Unforgiving Device. I fixed it by fumbling around and smashing all scripts into one place, and by luck (as I now see) I got the overwrite order correct. FWIW, I'm using the GOG version and don't have CK (I've heard that you can get a non-Steam version running but I've never tried it). So I don't know or care what CK does by default when I use the command-line Papyrus compiler. I get my source scripts by doing a dump from MO2, and having new source scripts from DDNG that don't overwrite source scripts from DD 5.2 gave me problems in compiling.

 

So, to warn people compiling against DD and DDNG: depending on how you compile, you may need to be extra careful about where you draw your script sources from. I have personally already repackaged my download of DDNG to move scripts into scripts/source, so they properly overwrite DD original scripts. (And if it had been the other way around, I would have repackaged that way as well. Consistency. I happen to have a preference in how it should be ordered but consistency is king).

Posted
On 5/17/2025 at 9:19 PM, GregariousGibbon said:

看不到任何人报告了此问题,但我的 PC 上逃逸设备的计时器有问题。最近从 0.3.7 升级到 0.4.1。无论我等待多少时间,装备的 restarints 的计时器总是 2 小时。以前,您可以通过尝试将设备存储在容器中来欺骗重置计时器,该容器会重置回 0 以允许您尝试逃脱,但这也不起作用,只能停留 2 小时。据我所知,其他一切似乎都运行良好。

I also encountered this issue. Since I'm using UD, only the timed functions of some equipment in DCL failed to work.

Posted
36 minutes ago, Alenin said:

why is Devious Devices SE patch.esp still in the current version if it's unneeded?

It's been made into a blank plugin that nothing, because not everyone can be trusted with following install instructions like "disable Devious Devices SE patch.esp". So this was the only way of making sure it does not interfere if it's left enabled. The best practice is still to disable it!

Posted
3 minutes ago, Taki17 said:

It's been made into a blank plugin that nothing, because not everyone can be trusted with following install instructions like "disable Devious Devices SE patch.esp". So this was the only way of making sure it does not interfere if it's left enabled. The best practice is still to disable it!

Yeah but if it does nothing then why not just delete it?  That's what I did.  That way I can use MO2 enable all without having to turn anything off.

Posted (edited)
35 minutes ago, Alenin said:

why not just delete it?

Alright, let me break this down:

  • 'Devious Devices SE patch.esp' is part of DD SE
  • DD NG installs on top of DD SE
  • the contents of 'Devious Devices SE patch.esp' have been merged into the four master files that were updated for DD NG
  • having the original 'Devious Devices SE patch.esp' present and active will interfere with said changes because it loads after the master files and overrides them
  • to the best of my knowledge, fomods cannot disable/delete other plugins
  • not all users can be trusted to follow install instructions properly to disable the plugin
  • DD NG ships with a blank version of 'Devious Devices SE patch.esp' that overwrites the one in DDSE, just to be safe and idiot-proof
  • not having the override would cause the aforementioned conflict if someone fails to read install instructions and might come knocking with a false error report
  • you are welcome to outright delete instead of disabling it, if that is what you wish
Edited by Taki17
Posted (edited)

I would like to configure the OAR conditions to be more selective with playing the out of breath animation. Firstly, it happens too frequently and can become annoying, secondly it's not very realistic that your character takes that pose when only equipped with light bondage, like a leather collar. Which files are these conditions in?

 

It would be nice if there were some MCM options to configure it.

Edited by Omnishade
Posted
Vor 54 Minuten sagte Rafuc:

Hey, gibt es einen Patch für das Skyrim-Outfit-System? Ich bin mir nicht sicher, warum, aber Devious Devices macht es kaputt.

 

I consider the idea of "linking" the two to be a pointless undertaking for "thematic" reasons... DD outfits are supposed to be removable from the wearer only through special "achievements" (keys, picking locks, help from the blacksmith, etc.).

 

For example, I use "Children of Lilith" - a Succubuc mod that allows me to manage two different "character presents" - one for the "mortal" form and one for the "demonic" form. Of course, this also manages outfit changes... However, if I have a DD outfit (e.g., a corset) on a figure, it is NOT removed during the transformation... because that would disable the entire "bondage" framework!

 

 

 

 

Posted (edited)
9 hours ago, Miauzi said:

 

I consider the idea of "linking" the two to be a pointless undertaking for "thematic" reasons... DD outfits are supposed to be removable from the wearer only through special "achievements" (keys, picking locks, help from the blacksmith, etc.).

 

For example, I use "Children of Lilith" - a Succubuc mod that allows me to manage two different "character presents" - one for the "mortal" form and one for the "demonic" form. Of course, this also manages outfit changes... However, if I have a DD outfit (e.g., a corset) on a figure, it is NOT removed during the transformation... because that would disable the entire "bondage" framework!

 

 

 

 

Aw damn it , i remember it working before ,main issue im having is outfits not using the proper outfits / taking them overall , the scripts for DD work fine tho

SkyrimSE 2025-06-06 19-50-02_015.png

Edited by Rafuc

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